Grav Slinger (Grav Shooter with Level)
Level Design Sketch
Project Overview:
"Grav Slinger" began as an exploration of gravity-based movement mechanics, eventually growing into a more ambitious project. Recognizing the complexity, I strategically reduced the project's scope, retaining core mechanics to ensure gameplay remained engaging and manageable.
Design Evolution (Three Stages):
Initial Idea:
Began as a straightforward gravity-slinging mini-game. Realizing the concept needed more depth, I quickly transitioned towards a more ambitious vision.Expanded Concept:
Shifted towards a gravity-based competitive duel design, which introduced complexity in balancing gameplay and competition. This stage revealed the importance of achievable designs given time constraints.Final Iteration:
Ultimately focused on solo gameplay, significantly reducing level size but keeping diverse and engaging mechanics intact. This decision allowed me to deliver a polished, achievable project without sacrificing the core fun of gravitational slinging.
Development Process:
Brainstorming:
Initially faced creative stagnation, spending too long on abstract mechanics. Learned the importance of early prototyping and experimentation to clarify design direction.Map Design and Documentation:
Struggled with overly ambitious maps, eventually understanding the value of early feedback and concise, focused levels over expansive but unmanageable designs.Final Development:
Experienced physical and mental fatigue from last-minute development challenges. A critical issue forced me to rebuild the project rapidly before the playtest, emphasizing the need for realistic scheduling and scope management.
Key Challenges and Lessons Learned:
Mental Health and Scheduling:
Encountered anxiety around deadlines and overestimated personal limits. Developed better task management strategies and learned the importance of balanced workload and asking for help when needed.Programming and Design Complexity:
Realized simpler solutions are often more effective. Prioritized core mechanics over secondary features, adopting the "less is more" approach.Practical Development:
Learned to tolerate minor imperfections and bugs, focusing instead on delivering a complete and playable experience.
Finally, if you want to check out the design docs, here your are!
Grav Slinger Design Doc